debug pixel: x = 370; y = 300
cast ray: end = 0 1 6; dir = 0.108894 -0.0333254 -0.993495
intersection with obj[0] part 0; dist = 3.36428
closest intersection: obj = obj[0]; part = 0; dist = 3.36428
call Shade_Surface with: location = 0.366351 0.887884 2.6576; normal = 0.106541 0.315154 0.943042
ambient = 0 0 0
shading for light 0: diffuse = 0.277123 0.277123 0.277123; specular = 0 0 0
final color 0.277123 0.277123 0.277123
